I’ve been wondering why stat systems don’t work more like this. So, hear me out on this one - instead of starting up a character and manually assigning stats by using…well, stats:
Character: Tim the Bandit
Stats:
Charisma: 3
Strength: 3
Endurance: 2
Intelligence: 6
Agility: 5
*: Defines a fast, smart character with the constitution of a paper napkin, who’s only marginally stronger.
I was wondering…would it not be a better idea to have a different UI? Sure, under the hood you can still have stats, but what about creating a character this way?
Character: Tim the Bandit
Traits (Under-the-hood stat change)
Cunning - This character is skilled with various techniques, but is a bit scrawny. (+2 INT, -1 STR, +1 CHR)
Studied - This character has learned about various devices, and is good at interacting with them. (+1 INT)
Twitchy - This character has really good reaction time, but looks a bit shifty… (+3 AGI, -1 END, -2 CHR)
Conditioned - This character has basic physical fitness training (+1 STR)
These ‘traits’ that our character has do translate efficiently to a list of stats that all game entities have, but you could do more things in other situations, just by looking for a particular Trait!
Hilda the Innkeeper:
All text in ascending order of priority
(Default Text): Hello there! Need a room for the night? That’ll be 10G.
(Scholar Trait): Hello. A room will be 10G. We also have a drawing room with some books on lore for our region!
(Twitchy Trait): …Hello. If you’re needing a room that’ll be 15G. Also, we charge an extra fee if the soap goes missing.
In the context of a work that is primarily an RPG (not Borderlands or Fallout 4 which are dominantly FPSes), this could lead to a more organic world that responds to a character’s Traits more fluidly, and leads to NPCs changing their behaviors as the game progresses, as an RPG will periodically award a player with a chance to choose new Traits, or events that spontaneously add a new Trait.
…Hmmm. Filing cabinet on that one.